gross = workerNet / (1 - incomeTax / 100)
WarEra
Factory Worker Profitability
Formulae
productionBonus = coreCountryProductionIfSpecializedItemMatches + matchingItemDepositOnly + eligibleIndustrialismPolicyForThatSameItem; multiplier = 1 + (productionBonus + workerFidelity) / 100
outputPerPP = multiplier / itemProductionPoints
directPaidPPPerItem = itemProductionPoints / multiplier
batchRevenue = selectedSalePrice * multiplier; revenuePerPP = batchRevenue / itemPP
batchInputCost = chainAwareRecipeCost * multiplier; inputCostPerPP = batchInputCost / itemPP
profitPerPP = (batchRevenue - batchInputCost - grossWage * itemPP) / itemPP
profitPerItem = salePrice - chainAwareRecipeCost - (grossWage * itemPP / multiplier)
inGameBenefit = batchProfit = salePrice * multiplier - chainAwareRecipeCost * multiplier - grossWage * itemPP
itemsToRecoverMove = concreteChangeCost / selectedSalePrice
breakEvenSale = chainAwareRecipeCost + (grossWage * itemPP / multiplier)
maxGrossWage = ((salePrice - chainAwareRecipeCost) * multiplier) / itemPP
chainAwareRecipeCost = sum(inputQty * min(marketInputCost, bestRawProductionCost))
valuePerPPBase = selectedSalePrice / itemPP
valuePerPPBest = selectedSalePrice / directPaidPPPerItem = selectedSalePrice * multiplier / itemPP
selfProdPaidPPPerItem = directPaidPPPerItem + sum(inputQty * inputSelfProdPaidPPPerItem)
valuePerPPSelfProd = selectedSalePrice / selfProdPaidPPPerItem
Countries
Income tax, specialization, and strategic resources by country.
| Country | Income tax | Specialized production | Development | Specialized | Resources | Population |
|---|
Market prices
Current sell, buy, and reference prices, plus base PP value, best-locale PP value, and full self-production chain PP value.
| Item | Sell | Buy | Ref | Value / PP base | Value / PP best | Value / PP self prod |
|---|
Best factory opportunities
Best item and location combinations ranked by owner profit per paid production point.
| Item | Location | Income tax | Gross wage / PP | Owner profit / PP | Owner profit / item | Paid PP batch | Sale price | Batch revenue | Batch input cost | Cost / item | Break-even check | Batch wage | In-game benefit | Relocate payoff | Relocate + change payoff | Per-PP costs | Bonuses | Resource left | Supply chain |
|---|
Best country for each item
The strongest location for each item under the current wage and market assumptions.
| Item | Best location | Income tax | Gross wage / PP | Owner profit / PP | Owner profit / item | In-game benefit | Batch revenue | Batch input cost | Cost / item | Break-even check | Batch wage | Bonuses | Resource left | Inputs |
|---|
Best item in each region
Best factory choice available inside each region right now.
| Location | Best item | Owner profit / PP | In-game benefit | Income tax | Worker gross / PP | Bonuses | Resource left |
|---|
Recipes
Production points and required inputs for each tradable item.
| Item | Type | Production points | Required inputs | Market input cost / item | Chain-aware input cost / item |
|---|
Testing
Selected player setup
Testing area for player-specific factory suggestions and change costs.
Best factory setups
Candidate factory mixes for the selected player.
| Setup | Factories to have | Profit / current workload | Delta vs current | Gross worker fees | Concrete cost | Payback | Factory changes | Supply plan | Resource risk | Advice |
|---|
Primary pass
Best raw-resource locations before any internal supply chain savings.
| Item | Best location | Income tax | Gross wage / PP | Profit / PP | Profit / item | In-game benefit | Batch inputs | Cost / item | Break-even check | Known API bonus | Resource left | Inputs |
|---|
Product pass
Best product locations after comparing market inputs against your own raw production cost.
| Item | Best location | Income tax | Gross wage / PP | Profit / PP | Profit / item | In-game benefit | Batch inputs | Cost / item | Break-even check | Known API bonus | Resource left | Inputs |
|---|